This research focuses on assessing the ffects of gamification
on sports exercise. An Augmented Reality (AR) approach was used
to research this. Since AR is growing in popularity, it is new and interesting to perform this ...
This study examined the effect of age and time-ambiguity on the choices of participants in an
intertemporal choice task. We hypothesized that self-control was an underlying factor that
would affect both variables. Earlier ...